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- Added Gez's THRUSPECIES submission.
SVN r1626 (trunk)
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5 changed files with 15 additions and 1 deletions
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@ -1,4 +1,5 @@
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May 31, 2009 (Changes by Graf Zahl)
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- Added Gez's THRUSPECIES submission.
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- Added loading directories into the lump directory.
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- fixed: The Dehacked parser could not parse flag values with the highest bit
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set because it used atoi to convert the string into a number.
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@ -305,6 +305,8 @@ enum
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MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
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MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
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MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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// --- mobj.renderflags ---
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@ -755,6 +755,9 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS)
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return true;
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if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->Species == thing->Species))
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return true;
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if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
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return true; // can't hit thing
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@ -836,6 +839,12 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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{
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return true;
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}
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if ((tm.thing->flags6 & MF6_MTHRUSPECIES)
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&& tm.thing->target // NULL pointer check
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&& (tm.thing->target->GetSpecies() == thing->GetSpecies()))
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return true;
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// Check for rippers passing through corpses
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if ((thing->flags & MF_CORPSE) && (tm.thing->flags2 & MF2_RIP) && !(thing->flags & MF_SHOOTABLE))
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{
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@ -5118,7 +5118,7 @@ FName AActor::GetSpecies()
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break;
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}
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}
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return thistype->TypeName;
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return Species = thistype->TypeName; // [GZ] Speeds up future calls.
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}
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//==========================================================================
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@ -210,6 +210,8 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
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DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
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DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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